Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UT MDB GR Bloodlust (UT3)

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Revision as of 23:08, 18 April 2010 by 00zX (Talk | contribs) (Subobjects now go in here, makes deeper but... event notifiers should clear call stack)

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Introduction[edit]

Code[edit]

UT3 UT_MDB >> UT_MDB_GameRules >> UT_MDB_GR_Bloodlust (custom)
Package: 
UT_GDP_Newtators

Script[edit]

//===================================================
//	Class: UT_MDB_GR_Bloodlust
//	Creation date: 18/12/2007 04:30
//	Last updated: 21/03/2010 18:54
//	Contributors: 00zX
//---------------------------------------------------
//	Attribution-Noncommercial-Share Alike 3.0 Unported
//	http://creativecommons.org/licenses/by-nc-sa/3.0/
//===================================================
class UT_MDB_GR_Bloodlust extends UT_MDB_GR_Vampire;
 
function int ModifyDamageTaken(UT_GR_Info.EnemyInfo Enemy, optional pawn Injured)
{
	if(Enemy.Type == ET_Infantry)
		if(UTInventoryManager(Enemy.Pawn.InvManager).HasInventoryOfClass(class'UT_GDP_Newtators.UT_TPG_VDamage') != None)
			return Super.ModifyDamageTaken(Enemy, Injured);
 
//	return Enemy.Damage;
	return Super(UT_MDB_GR_DamageConversion).ModifyDamageTaken(Enemy, Injured);
}
 
defaultproperties
{
	GameRulesInfo.Add((Key="Bloodlust", Value="Powerup Enabled"))
 
	bUseSuperHealth=True
	bUseForVehicles=False
	bUseForKnights=False
	bUseForRooks=False
 
	Begin Object Class=UT_MDB_GR_FactoryReplacer Name=UT_MDB_GR_FactoryReplacer0
		ReplacerSet.Add((ReplacedGroup="FT_Powerup", ReplacedName="UTPickupFactory_UDamage", ReplacedWithName="UT_PF_VDamage", ReplacedWithPath="UT_GDP_Newtators.UT_PF_VDamage"))
	End Object
	GameRules.Add(UT_MDB_GR_FactoryReplacer0)
 
	Begin Object Class=UT_MDB_GR_ItemReplacer Name=UT_MDB_GR_ItemReplacer0
		ReplacerSet.Add((ReplacedGroup="FT_Powerup", ReplacedName="UTUDamage", ReplacedWithClass=class'UT_GDP_Newtators.UT_TPG_VDamage'))
	End Object
	GameRules.Add(UT_MDB_GR_ItemReplacer0)
}